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Messages - Olias

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46
Finished Works and Works in Progress / Re: Enterprise Refit (WIP)
« on: May 30, 2008, 01:58:16 pm »
Thanks everyone.

Kahlua: The windows, well, I don't know yet.  I'd love to make them modelled right in, we'll see how that goes, may well be a 'cheat' with textures like I did with the original series Enterprise.

Here's some shots of the torpedo bay/neck thing.  This is about the fourth version of that, I kept having difficulties in getting it to look right.  Also built as a subdivide object, then converted to a mesh:








47
For the wire I'd suggest using an N-gon, then extruding it along a curved path.

48
General Anim8or Forum / Re: FACING CORRECT DIRECTION
« on: May 29, 2008, 04:05:58 pm »
Yes, in the properties window for the goldfish in scene mode, there are three boxes for pitch, roll, and yaw.  Set these all to 0 and click the radio button for "Relative to path".

49
Yes, I would definately go the route RudySchneider pointed out for this animation.  Even if you could get the bones to animate, it's so much easier with the parenting and movement keys.

50
General Anim8or Forum / Re: Okay... So I need a little help...
« on: May 28, 2008, 03:11:35 pm »
When you save an object in .obj format in Anim8or .mtl files are created for you. 

Also, I believe, in version .96 or later only.

51
General Anim8or Forum / Re: converting an8 files to .x files
« on: May 28, 2008, 03:09:05 pm »
I don't think Anim8or exports directly to the .x format, but there's a number of free or cheap programs out there that can bridge the gap for you.

I did some modding a while back on a game which used .x files.  I exported the file from Anim8or as a .OBJ, opened that with Ultimate Unwrap ($20), then exported from there as an .x file.

52
Finished Works and Works in Progress / Re: My models
« on: May 28, 2008, 03:01:20 pm »
I work in the scrap steel industry and encounter stuff jut like that all the time, and I have to say, that looks great.  Nice job.

53
Finished Works and Works in Progress / Re: Abandoned mansion
« on: May 23, 2008, 12:44:04 pm »
My own recommendation would be DivX.  It was $20 if I recall correctly, but totally worth it.  I was having nothing but trouble with Indeo and the various others, both in terms of file size and crashes while rendering, Divx has been smooth as silk, extremely efficient in terms of file size, and never crashes.

54
Finished Works and Works in Progress / Re: Some stuff i made.
« on: May 23, 2008, 12:41:52 pm »
They all look good - however you really should turn on anti-aliasing for your renders.

Rubick's Cube - the stickers should cover more of the faces.

The rifle really looks excellent.

On the cannon, the muzzle flash at the front would be better accomplished with a transparency/emissive map.

Very nice work. :)

55
Looks pretty good.  There were so many different styles of morningstar you can pretty much take your liberty with the amount and length of spikes, however I'd say the handle is too short. 

As floyd said, turn anitaliasing on for your renders for a much cleaner image without the "jaggies'.

56
Finished Works and Works in Progress / Re: Enterprise Refit (WIP)
« on: May 15, 2008, 06:50:37 pm »
Thanks guys. :)

Rebuilt the whole bridge section. 
Created new texture of 50% opacity aztec layers of different scales.  The later shots are with a new bumpmap.


















57
Finished Works and Works in Progress / Re: Enterprise Refit (WIP)
« on: May 13, 2008, 08:04:24 pm »
Thanks guys.  :)

Kahlua17:  I forgot to grab some wireframes for you today, I'll post some up tomorrow.  I actually did start a few pieces, like part of the nacelle, the lower bridge section, and the torpedo bay as a subdivide object to get the rounding on the edges, then coverted them to meshes.  For the saucer section it was just a matter of extruding the top and bottom faces and scaling that face down a bit.  I'll also post up the basic pattern I came up with to use for the "aztec"-ing.  Basically the process was creating a two-color square pattern by eyeballing the original pattern, then resizing it so it was three times (I think three) longer than it was wide, flood filling the image with the tile, then applying the distortion effect "polar coordinates" to make it round.  I'll show you what I mean in a forthcoming post.

Ensoniq, thanks for the advice.  I went back and checked it on the other model.  All faces were flipped the right way, but when I select them all some are brighter yellow than others, I think there must be some distortion in there some how, some of the points must have gotten moved just a bit.  I'll go back and fix or rebuild that one later.  I will say one oddity I am getting here with this model is if I load the bump map texture and apply it, it works fine - until I save and re-load the file, then it's doing much the same thing as the other model did.  If I then delete that texture and re-load it, it's fine again.  Maybe Anim8or is anti-Trekkie. :p

5lider: Yes indeed, Ketzer does some amazing work and if I'm not mistaken all of his stuff is scratchbuilt.  That's incredible if you ask me, taking sheets of styrene and melting/sculpting them into studio-quality models.  Unbelievable.  I referred to his site quite a bit for my Millennium Falcon model as well.

Here's some shots of the partially completed secondary hull, partially completed "neck" and torpedo bay (although I might redo that), and partially completed bridge section.








58
Finished Works and Works in Progress / Re: t-10
« on: May 08, 2008, 07:33:32 pm »
thehalflifedude:  You're never going to find exact textures of something.  Meaning, you need to create your own textures!  Find images to help you, and paint in a program such as photoshop or gimp to create your textures.  Nobody finds exact textures of what they want.  You normally have to edit the textures to make them work for your model.

Agreed.  Even if you find some super high resolution picture of whatever it is you're modeling and paste it right on...it will look pasted right on.

59
Finished Works and Works in Progress / Re: Enterprise Refit (WIP)
« on: May 08, 2008, 04:30:07 pm »
Thanks guys.

The following is the beginning of the build of the saucer section.  The top part is textured.

I wasn't planning on doing any serious texturing until after the build of the model was done, but as I was looking around at www.starshipmodeler.com for a couple good angles on the bridge section, I stumbled upon an article about the actual hull plate patterns they used when building the first 8' model for the Motion Picture.  The guy provided shots of the patterns used on the ships for other modelers to use as a template for airbrushing (starshipmodeller.com deals in actual real-world models, not CG stuff).

I did my best to duplicate the pattern for my model here, and am rather pleased with how it came out.  The bump map seems to be functioning properly, in my Original Series model it never worked right and I couldn't figure out why - it was like inverted in places and in some areas seemed to fade out.

So anyway, here's the basic saucer section shape with the new pattern (The NCC-1701 and USS Enterprise are the wrong size, I know.  That part's just a cut and paste from my other model to see how it would look):






60
Finished Works and Works in Progress / Enterprise Refit (WIP)
« on: May 07, 2008, 03:40:17 pm »
Enterprise, Refit Version (From The Motion Picture and onwards).

Going high-poly on this one, like with the Original Series model.  Started with the warp nacelles, as I estimate they are going to be the hardest part.

The texture is just a carry-over from the other Enterprise model so far.

(Sorry for cluttering up the boards with all these Star Trek threads, I didn't anticipate doing all these ships right in a row when I built the original series model)












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